You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
I can think of some low cost piece leadership pieces that would benefit from this since they're not as effective with Inspiring Command as the higher costs pieces are.
Characters that come to mind are V Havok, E XPL Storm, R Nightwing, old Aquaman, old E Captain America, U Wasp, etc.
Characters that come to mind are V Havok, E XPL Storm, R Nightwing, old Aquaman, old E Captain America, U Wasp, etc.
X-Men, X-Men, Titans, JLA, Avengers, Avengers... You know, I could actually see it on an X-Men or Titans team that wants to actually use the TA healing, but how many JLA teams need extra actions? (Avengers might, or rather, Thunderbolts might...)
TRADES. eBay.
An Admin told me that I'm "too smart" for Another Realm. I hold that as a standing order.
...My murky point is that I'd rather have a 75% chance at getting one extra action...
Speaking of murky... Sorry to bother you, clixer, but how exactly do 2 Leadership figs give you a 75% chance at success? Isn't it still just a 50% chance on both rolls (trying to get 4-6 on two separate dice)?
Another advantage of the card over a simple multitude of Leadership figures - you can use Tactics on more than one character with Leadership and gain more actions. Yes, it's expensive, but it is another difference.
Speaking of murky... Sorry to bother you, clixer, but how exactly do 2 Leadership figs give you a 75% chance at success? Isn't it still just a 50% chance on both rolls (trying to get 4-6 on two separate dice)?
What he means is that he only has a 25% chance of failing both Leadership rolls, so he has a 75% chance to get an extra actin.
E Captain America + Tactics (67)
R Black Panther (27)
R HellCat (27)
V Mockingbird + Protected (42)
E Moonknight (27)
E Swordsman (35)
V Scarlet Witch (40)
T-Bolts 35 pts.
The T-Bolts of course adds, but the ability to swap from AVENGERS/BATMAN/MYSTICS/SS/XMEN all aid this team.
HOWEVER, if you nix T-Bolts you may swap out one of your little warriors with the E Black Knight or R Vision from Supernova, who would fit the swarm and attack tactic well--he might be mega tough in this capacity.
Imagine in a 300 point game getting hit by
First Mockingbird, then Swordsman, then Hellcat, then Vision, then Moonknight all in one turn?
20+ Clicks isn't bad...
Last edited by GreenMonster; 10/22/2006 at 08:47..
I think that getting two actions is huge - and I'm very much hoping that the Skrull General will have Leadership.
On Swarm teams I think this card will be like gold, and I expect to see it get errata'd to cost more points or only work on 4-6 or 5-6 (which will nerf it completely).
Hey, can I play both versions of Super Skrull on the same team?
The 20 points is the killer since, in my opinion, its in smaller games where this would make the biggest difference.
In a 300 point game, getting to make 5 actions versus 3 is HUGE.
In a 500 point game, getting to make 7 actions versus 5, not so much.
But in a 300 point game, 20 points is a lot. In a 500 points, its not too bad.
How it works is this: (after prereq's are met)
roll 1 - nothing
roll 2 - nothing
roll 3 - +1 action to a figure with the same TA as the Leader
roll 4 - + 1 action and + 1 action to a figure with the same TA as Leader
roll 5 - + 1 action and + 1 action to a figure with the same TA as Leader
roll 6 - + 1 action and + 1 action to a figure with the same TA as Leader
Its a great idea that strikes me as just 8-10 points too expensive.
Visible Dials and Pushing Damage need to be optional. This is the way.
X-Men, X-Men, Titans, JLA, Avengers, Avengers... You know, I could actually see it on an X-Men or Titans team that wants to actually use the TA healing, but how many JLA teams need extra actions? (Avengers might, or rather, Thunderbolts might...)
In smaller point games, it opens up more possibilities for lower point JLA characters that aren't the core characters. Of course I only listed characters in the teams that I play but there are others like E Doctor Octopus for Sinister Syndicate, V Penguin for Batman Enemy, Sgt. Rock for the Police, U Commissioner Gordon for Police , U Red Skull for Hydra, V Kingpin/Le Wilson Fisk for Sinister Syndicate, LE Gabriel Jones for SHIELD, LE Operative 128 for Hydra, Tomoe for Crusaders, Arashi for Crusaders, E Bron for Crossgen, Torquemada for 2000 AD, E the Joker for Batman Enemy, V Hydra Officer for Hydra, Sidewinder for Serpent Society, LE Morlock Leader for Morlocks, LE Sentinel Captain for SHIELD, LE Montgomery Kelly for Police...
and if you want to be bold, Oracle for Batman Ally.
Note that all figures listed are relatively low-cost Leadership pieces.
You know I hadn't really thought about it until I read some of these posts, but the Batman Enemies could really benefit from this card in larger point games.
It always seems like when I play them in high point theme team tournies, there lack of mobility and actions totally kills the team. I mean they only have 1 flier, so this card could be pretty good and worth its points on Hush, E Joker, or Ra's Al Ghul in a high point game.
We play a lot of 450 point/3 action games and this card will be gold in those terms. How about V Havok and a lot of Maroxen?, Nick Fury and agents of Shield. Hmmm, want to take 5 snipers shots in one turn?
What he means is that he only has a 25% chance of failing both Leadership rolls, so he has a 75% chance to get an extra action.
:cross-eye Ah, this is that little bit of probability math that always forces me to look at a 2d6 roll result chart to fully understand. Since you only have to roll the 4-6 on ONE of the dice involved to succeed, you really do have only a 25% chance of failure with 2 Leadership pieces on the board. Thanks for the reminder.
The cost is appropriate. If it were 10 points then for only 20 points you could get a 6 actionable 300 point team which would be terribly powerful at so few points (double your actions for only 20 points!!!). At 20 points, it becomes worthwhile to equip on one figure but fairly expensive to use on multiples, similar to trick shot. It is definitely a good card on thematic teams. Really, who has better tactics than SHIELD? A SHIELD team just got quite a bit better with this feat. It's also going to be a must have feat for swarm teams. Thank goodness it isn't 10 points or all those big point figures are going to feel like their in a zombie movie ("Okay, 6 attacks on Supes").
Is it possible you are supposed to make two rolls to use this card?
The first is your Leadership roll ("When the character uses Leadership..."), and the second roll is your Tactics roll ("...on a result of 3–6 add an extra action to the other action granted by Leadership...")?
You aren't using Leadership when you fail your Leadership roll, so you have to make your Leadership roll first, then you can try to use Tactics. This may explain the 3-6 roll vs 4-6 roll issue.
If this is true, 20 pts is WAAAAAAAAAY to high.
In my day, we didn't have Heroclix. If you were being attacked by Superman with a 3d dumpster, you just had to hope you could outrun him.
Tactics doesn't say anything about making another roll. It simply says that you're making a rolls. So theorectically it can be explained as Leadership, but you roll for 3-6.
If you get 4 or higher, you get 2 actions (1 for anyone, the other for the characters with the same TA). If you only get 3, you'd get the action granted by Tactics (one action given to character with same TA). 1-2 gives no actions.